Nat Handsome Games

The Catalyst Co-Author

Story games · Play the system, share the pen.

You run your game's rules and GM moves to the letter, and that gives players story authority whatever their characters can do. They name factions, frame scenes, help decide who did it. Failure always drives the story, with clear stakes.

In story games, players hold the authority. They trigger flashbacks, a success can win narrative control, and the GM often doesn't roll. Ben Robbins's test: your power over events doesn't hinge on your character's fictional ability.

What you do well

  • Players share ownership of the story.
  • Stories that no one could write alone.
  • Clear stakes are set before every roll, so failing leads somewhere interesting.

Where your style trips

Softness creeps in: no hard moves, gentle scenes, and the heist becomes a two-hour planning meeting.

The fix: If players offer a golden opportunity, make your game's hard move. Start mid-heist. Flashbacks can cover the plan.

Things to practice

  • Before a campaign, try its tone out in a one-shot.
  • So you get to play, rotate who runs the game.
  • For each front, ask yourself "what happens if the players do nothing?"

Who you'll click with

Players who lean Storyteller, Method Actor tend to love your table. Tactician, Casual Gamer players may need some conversation first. Most players span several of Robin D. Laws's player types.

How to prep

Prep fronts: two or three threats, each with an impulse, a countdown clock and a do-nothing outcome. Write questions for the table to settle.

Pitch your table with these

On screen
Ocean's 11, Sneakers, Cowboy Bebop, Annihilation
Actual play
Austin Walker (Friends at the Table): writer's room methods, player-made factions, heists with flashbacks, epilogues written together.
Games
Blades in the Dark, Apocalypse World, Brindlewood Bay, Fate

A culture of play describes a table, so one 5e group could sit in two cultures on two Tuesdays. From John Bell's "Six Cultures of Play".

Terms on this page: Clock, Front, Story games

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Credits and further reading

Based on John Bell's "Six Cultures of Play" (The Retired Adventurer), Robin D. Laws's player types, Christopher Chinn's Same Page Tool, Justin Alexander's The Alexandrian and Sandy Petersen's horror advice. For style and growth: Ginny Di, Matt Colville, Ben Milton (Questing Beast), Seth Skorkowsky, Ben Robbins and Mike Shea. Tools for safety: Ron Edwards (lines and veils), John Stavropoulos (X-Card), Beau Jágr Sheldon (Script Change) and Nordic larp.